The cliff face stood out to us, but as they are framing the front facia of the HobbitHole CBS walls it just looked to us like escarpement roughly worked/hewn stone, so looked somewhat by design.Law wrote: ↑Mon Feb 10, 2020 7:50 am
The cliff face itself blended fairly well - but it’s sitting on a cavern floor that pokes out and doesn’t match the escarpment bases AT ALL. If that had been out in plain sight not only would you have seen this straight line of rock ground that suddenly ends and becomes grass, you’d also have this interruption in the base of the escarpments. Wouldn’t have looked good.
Agree about escarpments, they break up what is otherwise a mass of green, a beautiful mass of greenLaw wrote: ↑Mon Feb 10, 2020 7:50 am
Which raises an interesting question for me - to fix the grid issue, are we gonna need 2x2 (and maybe 4x4) forest tiles AND ALSO 2x2 (and maybe 4x4) escarpments? I’m finding the escarpments way more essential to DH than I anticipated - a layout without them looks much less interesting to me. Hm.
They make hills, shallow valleys, narrow gorges, etc. They border a build area beautifully, makes it easy to bound and show the playable area.
Escarpments were a problem for us to decide on how many we wanted/needed. It was one of the reasons we went for 2 DH encounters as it gave us a reasonable amount of escarpments without us having to think too hard, bunny math is not easy.
Now we feel more would be useful, but that also applies to trees, we are liking dense forests a little too much ....
If we get 2x2 and variations of as forest tiles then we see the equivalent escarpments being very useful.